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Interactivity and Game Creation : 9th EAI International Conference, ArtsIT 2020, Aalborg, Denmark, December 10-11, 2020, Proceedings / edited by Anthony Brooks, Eva Irene Brooks, Duckworth Jonathan.

SpringerLink Books Computer Science (2011-2024) Available online

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Format:
Book
Contributor:
Brooks, Anthony, Editor.
Brooks, Eva Irene., Editor.
Jonathan, Duckworth., Editor.
SpringerLink (Online service)
Series:
Computer Science (SpringerNature-11645)
Lecture notes of the Institute for Computer Sciences, Social Informatics, and Telecommunications Engineering 1867-822X ; 367
Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, 1867-822X ; 367
Language:
English
Subjects (All):
Computer engineering.
Computer networks.
User interfaces (Computer systems).
Human-computer interaction.
Computer vision.
Coding theory.
Information theory.
Artificial intelligence.
Computer Engineering and Networks.
User Interfaces and Human Computer Interaction.
Computer Vision.
Coding and Information Theory.
Artificial Intelligence.
Local Subjects:
Computer Engineering and Networks.
User Interfaces and Human Computer Interaction.
Computer Vision.
Coding and Information Theory.
Artificial Intelligence.
Physical Description:
1 online resource (XI, 478 pages) : 201 illustrations, 165 illustrations in color.
Edition:
1st ed. 2021.
Contained In:
Springer Nature eBook
Place of Publication:
Cham : Springer International Publishing : Imprint: Springer, 2021.
System Details:
text file PDF
Summary:
This book constitutes the refereed post-conference proceedings of the 9th International Conference on Interactivity and Game Creation, ArtsIT 2020, held in Aalborg, Denmark, in December 2020. Due to COVID-19 pandemic the conference was held virtually. The 28 revised full papers presented were carefully selected from 60 submissions. The papers represent a forum for the dissemination of cutting-edge research results in the area of arts, design and technology, including open related topics like interactivity and game creation. They are grouped in terms of content on art, installation and performance; games; design; intelligence and creativity in healthcare; wellbeing and aging.
Contents:
Art, Installation and Performance; Games; Design; Intelligence and Creativity in Healthcare; Wellbeing and Aging
Embodiment in Virtual Reality Performance
Designing Context Aware Mobile Systems for Self-Guided Exhibition Sites Designing the exhibition modus of virtual experiences: virtual reality installations at film festivals
(AB)USE ME: A Mixed Reality Performance Installation Exploring Use of the Body as a Mediating Object
The Turntable as Sound Art Effect of Dramatic Elements on Engagement in an Augmented Reality Experience for a Museum
Space Pace: Method for creating augmented reality tours based on 360 videos
The Time Machine and The Voodoo Doll: An investigation of customized computer game controllers and their influence on the experience of play
The World Is Your Playground: A Bibliometric and Text Mining Analysis of Location-Based Game Research
A Matrix for Gamifying Development Workshops Creative process of pre-production of video games
Video game development processes that generate engagement in the players
Collaborative game design for learning: the challenges of adaptive game-based learning for the Flipped Classroom
Enhancing the educational value of tangible and intangible dimensions of Heritage Crafts through role play gaming
Context-based Visual Design Language for Design Communication
Synergia: A Multimodal Virtual Reality System for Creative Expression and Positive Change Through Cognitive Flow Evaluating Consumer Interaction Interfaces for 3D Sketching in Virtual Reality
Optimizations of VR360 Animation Production Process
TeMoG - an Accessible Tool for Creating Custom Soft Robotics Parts
Evolutionary Typesetting: An Automatic Approach Towards the Generation of Typographic Posters from Tweets
Data City: Leveraging Data Embodiment towards Building the Sense of Data Ownership
Bio-related Design Genres: A Survey on Familiarity and Potential Applications
IoT Product Pleasurability - Investigating the Pleasurable User Experiences between Conventional Products and IoT Products through Watches
A Budget Setting System As An Intervention for Reducing Personal Expense for Chinese Young Generation
Bukas: Material Messages for Filipino Migrant Workers and their Transnational Families
The Design Intervention Opportunities to Reduce Procedural-caused Healthcare Waste under the Industry 4.0 Context - A Scoping Review
Effects of virtual reality in the area of responsible decision-making training on adolescents.
Other Format:
Printed edition:
ISBN:
978-3-030-73426-8
9783030734268
Access Restriction:
Restricted for use by site license.

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